Talk:Blender/Custom Sword

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Easy?[edit source]

I'm a complete goof in 3D modeling. I tried Blender and suprise, I had no idea what to do even thought I read the tutorial. But the only thing I want to do is a broom weapon. Oblivion already has a broom mesh and I managed to make a weapon from it, but once I use it my character grabs the broom from the middle. I want it to grab from the other end (Not the actual broom end). How do I do that? Demian 18:52, 23 August 2008 (EDT)

Don't forget your signature Demian (signature button or ~~~~), I did it for you this time. About learning Blender, I'd recommend looking up a video tutorial somewhere. These Oblivion specific tutorials could learn you some basic things but if you're a beginner in 3D modeling a Blender specific tutorial is always better. And easier, but understand that 3D modeling is complex and some people spend years learning it.
The broom thing can be done by simply moving and/or rotating the broom. The player will hold it at the center point if I'm not mistaken. You can do this in NifSkope but also in Blender. If you're not familiar with NifSkope either and you can't find it out on your own I'd recommend you to make a topic on the Construction Set Forum. Good luck!
--Qazaaq 16:43, 23 August 2008 (EDT)

Featured Nomination Discussion[edit source]

I think this is a great tutorial. It's how I learned to model for Oblivion, and I think it's really good for the complete newbie. Opinions welcome.
Dragoon Wraith TALK 23:44, 20 March 2008 (EDT)

It's an absolutely great tutorial indeed, totally agreed! One thing which would be useful to add to make this tutorial even greater is an explanation on how to create and export the collision capsule(s) with Blender. It's not actually that difficult because when the user imports an existing sword, the capsule will be imported along. So this capsule can be recycled and resized in Blender if needed. See also LHammonds comments and links below. Shall I add a section about that, as a less tedious alternative to the nifskope cut and paste method, or is it felt that this is beyond the scope of the tutorial?
Amorilia 08:12, 4 April 2008 (EDT)
I think it's better to have a separate article and link to it. Very often simply pasting your sword over another sword's collision will be sufficient, plus we should have a separate article on that anyway.
It would not necessarily be a sword collision tutorial, just an exporting collision with Blender tutorial, IMO.
Dragoon Wraith TALK 17:34, 4 April 2008 (EDT)
The reason I never updated the tutorial with collision export information was that that's not the best method for weapons or world objects. Blender with the current NIF scripts can do that, but it seldom gives results as good as those you get by simply copying into an existing collision mesh - in particular Blender's exported collisions are a PITA to set up in NifSkope in my experience so far. It's very easy to move the endpoints of a cylinder collision or box shape in an existing mesh to fit any weapon you could create. User:SickleYield 3:58 PM 11 Sept 2008
I agree. I think the article is more-or-less fine as it is.
Dragoon Wraith TALK 19:30, 11 September 2008 (EDT)

Update: New versions of NifSkope, Blender, etc[edit source]

I don't know all of the details of what's changed, but I know at least that the bit about collision models is incorrect - NifSkope can make collision models for Oblivion. Someone more familiar with Nif's and the progress the community has made with them should check this article and fix it, if possible.
Dragoon Wraith TALK 11:10, 6 August 2007 (EDT)

It's true NifSkope can make collision models like the capsule shapes used for weapons, but most of the time it's much easier and faster to use the collision data (not only collision models) from an existing mesh.
I do agree this article needs updating, it's not the only one, but I haven't had the chance to use the new Blender export scripts yet. Someone else will need to update this article.
--Qazaaq 11:44, 6 August 2007 (EDT)
I've updated everything that concerns the new scripts. I agree that it's usually easier to use collision data from an existing mesh. As far as I am concerned, the update tag can be removed.
Amorilia 10:35, 7 August 2007 (EDT)

Feedback, Questions[edit source]

AWESOME!! I just opened blender and started out on my sword using just extruded planes and subsurf. dunno if thats a good place to start but meh. I just want to ask if you can post pictures with your steps. nothing specific its just that a picture is worth a thousand words ya know. -Jonny

very usefull, but whenever i try to go to set the scripts (scripts/system/script config editor) i get this strange error in the console:

Traceback (most recent call last):

 File "(string)", line 784, in ?
 File "(string)" line 187, in get_keys
 File "C:\Program Files\Blender Foundation/Blender\.blender\scripts\bpymodules\BPyRegistry.py", line 201, in LoadConfigData
      exec(pysrc)
 File "(string)" line 23
      'SEAMS_IMPORT': True,

SyntaxError: invalid syntax


Can somebody help me? (sorry for my bad english)

Hey, I am sorry I can't help you, but I was wondering if you could help me. I can't figure out how to remove the collision thing in the meshes in order to actually create a custom sword in Blender, I would appreciate the help.

Entim 13:55, 6 February 2007 (EST): Try this: open the nif in NifSkope, and go to the Spells->Block->Remove By Id menu. The default setting (^BS|^NiBS|^bhk|^hk) should remove every block Blender scripts can't handle.

I dont understand this... all i see is a box surrounding the sword... i cant select any of the sword edges...


I have a problem. I don't know how to import a mesh. In the article says I have to click File > Import > NetImmerse/Gamebryo. But I don't have NetImmerse/Gamebryo as option. Does anybody know what I am doing wrong?
To above: I had the same problem. First, you need to make sure you have the Blender Nifscripts installed, as well as having all the rest of the stuff installed before you install Blender. I had to uninstall and reinstall a couple of times, but it showed up eventually.
Now for my own question: Where, precisely are you supposed to export the .nif files too? Nifscope can't find it, and neither can TESCK, even when it's right in their own folders, along with all the rest of them. In fact, neither of them can even find any of the other .nifs that BSAcommander unpacked. Blender finds them fine, though. Anvildude 10:27, 5 October 2009


allforone 15:07 29 January 2010 : hey all i need some help of my own!!!

i see nettimmerse/gamebryo but when i click on it it comes up with a message saying : python script error check console for details. So i do and in the console is this message:

traceback <most recent call last>:

  file "<string>", line 1, in <module>
  file "c:\programfiles\blenderfoundation\blender\.blender/scripts\import\import_nif.py", line 20, in <module>

from nif_common inport NIFimportexport Importerror:no module name nif_common

that is it! please help me!

Scabbard[edit source]

Does anyone know of any tutorials that include how to do scabbards?

It would be really helpful to include it with this tutorial.

Thanks,

LHammonds 23:12, 8 August 2007 (EDT)

I'm not very experienced (at all) with modeling, but I believe you simply create another Object in the mesh, and mark it as Scb or something. At least, Adonnay's swords with scabbards all have the scabbards marked this way, and they don't appear to be marked differently in any other way, but I could be missing something and that could simply be his personal convention. I think it's a NifSkope thing, though, not a Blender thing, if you're interested in trying to figure it out.
I completely agree that it should be included in this article if at all possible.
Dragoon Wraith TALK 23:15, 8 August 2007 (EDT)
I included adding a scabbard, it's not possible to create a new scabbard from scratch, you need a NiStringExtraData block that you can only copy from Bethesda's NIF files.
--Qazaaq 12:05, 9 August 2007 (EDT)

Wow, thanks for the quick reply and update. DireStorms was able to update his Roman sword to include a Scabbard. Many thanks.

LHammonds 18:14, 9 August 2007 (EDT)


Ability to Export Collision Data[edit source]

While looking this over, I noticed the following statement:

"Blender can't import and export collisions at the present time"

Well, with Blender NIF Scripts 2.1 or higher, you can Export custom collisions.

Here are some reference links:

LHammonds 01:41, 6 October 2007 (EDT)


Update: UV Face Select[edit source]

While following this guide I reached the UV mapping section and was stumped for a while. After a google search I found that UV Face Select does not exsist in version 2.46 instead to just stay in edit mode.

Updated the tutorial with a note in that section to help other people like me.

This guide should use the latest version of Blender, but no one on the Wiki is really in charge of keeping it updated. Really need someone to do that for this, and other guides.
Dragoon Wraith TALK 14:38, 12 July 2008 (EDT)